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Stalwart Masteries

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Titan
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Stalwart Masteries

It looks like we have an actual in game system to discuss, albeit in very general terms. Here are my thoughts on each choice.

Stalwart Masteries:

Living Target: You are best at drawing your enemy's attention away from allies.
Depending how difficult it is to keep aggro and how many enemies a team may be fighting at a time (a few like CO or many like CoX) this could be the go to mastery for team play. Likely not useful for solo play.

Bruiser: Your attacks help debilitate foes over time.
If debilitate means "lowers the damage of", I like this one a lot. Good for grouping and good for soloing. If debilitate means "lowers the resistance of", its still good for both but maybe not as good for tanking imho.

Battle Leader: When your allies focus on you, their attention improves your ability to defend them.
We already have a clarification on this one, awesome! When allies have you targeted (either for buffing or to attack your target), they take less damage and you hold aggro better (based on mastery tier). IMHO this may be the best tanking mastery, but not useful solo.

Ruggedness: You can shrug off more damage.
I could see this one being the standard while leveling, both in groups and solo. If our damage is lower (like tank damage often is in other games), better survivability becomes more valuable. Alternately, If late game tanking is all about surviving big hits, I could also see this being an important end game mastery.

Protector: Your team strengthens your resolve.
I asked in the mastery discussion thread what this means. If resolve means "increased resistance to crowd control effects" then this may be a situational, but powerful, choice for grouping but with no solo use.
EDIT -> Here is a clarification that this has nothing to do with resistances or crowd control effects.

What do you think?

Darth Fez
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Quote:
Quote:

Living Target: You are best at drawing your enemy's attention away from allies.
Depending how difficult it is to keep aggro and how many enemies a team may be fighting at a time (a few like CO or many like CoX) this could be the go to mastery for team play. Likely not useful for solo play.

We have received confirmation that anything that mentions teams or allies provides no benefits for solo play, so that is a safe assumption. While this is likely a straight aggro boost, I would like to think that the wording leaves it open to such things as a -Accuracy debuff.

Quote:

Bruiser: Your attacks help debilitate foes over time.
If debilitate means "lowers the damage of", I like this one a lot. Good for grouping and good for soloing. If debilitate means "lowers the resistance of", its still good for both but maybe not as good for tanking imho.

Agreed. Unless the stalwart can deliver a fair amount of damage (esp. AoE damage, depending on whether or not the mastery affects multiple targets), a resistance debuff would have to be quite significant to provide much benefit. Since debilitate could be read to mean debuff, that little blurb is quite open to interpretation. "Help debuff" may even indicate that it provides bonuses to debuffs, although this would presume that all stalwart sets have debuffs.

Quote:

Battle Leader: When your allies focus on you, their attention improves your ability to defend them.
We already have a clarification on this one, awesome! When allies have you targeted (either for buffing or to attack your target), they take less damage and you hold aggro better. IMHO this may be the best tanking mastery, but not useful solo.

Definitely appears to be geared toward single target fights rather than the faster pace of taking out the trash. Definitely counts on team work, at least to the extent of using a 'my target's target' or 'assist target' function. A solid team could potentially simply run on 'assist target' mode and rely on the tank to function as fire control.

Quote:

Ruggedness: You can shrug off more damage.
I could see this one being the standard while leveling, both in groups and solo. If our damage is lower (like tank damage often is in other games), better survivability becomes more valuable. Alternately, If late game tanking is all about surviving big hits, I could also see this being an important end game mastery.

This does look like a go-to choice. Unfortunately such bonuses are usually minimally effective at low levels ("Woo, I get a 5% bonus to my 15% resistance.") and only come into their own at middling to high levels, especially if both the bonus and the stats being boosted become larger.

Quote:

Protector: Your team strengthens your resolve.
I asked in the mastery discussion thread what this means. If resolve means "increased resistance to crowd control effects" then this may be a situational, but powerful, choice for grouping but with no solo use.

I am inclined to think that this has little or nothing to do with CC, especially since it is a team oriented mastery. First, as Titan indicated, it would make the mastery very situational. Second, it would limit or even eliminate the usefulness of any powers that provide CC resistance or immunity. Could potentially dovetail with Battle Leader, providing the stalwart with great defense and/or resistance, making them the ultimate "come with me if you want to live" machine.

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5 OClock Shadow
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Knowing we can mix and match

Knowing we can mix and match Masteries to an extent, I can foresee some really fun combinations in general. Dedicating to one Mastery sounds fun in its self. An Ice/Ice Stalwart could optimize his dmg potential with Bruiser, or perhaps they could round out with Ruggedness/Protector mix.

Reading that each Mastery has three tiers, these are my guesses on the tiers in no specific order. Let me know where I might be wrong:

Living Target: You are best at drawing your enemy's attention away from allies.
+aggro targeted mob
+aggro aura
-acc to enemy
Maybe one is more enemies attacking you = the larger/potent your aggro radius is?

Bruiser: Your attacks help debilitate foes over time.
(similar to rage, but lowers res/dmg with each blow)
-res stack over time to enemy
-dmg stack over time to enemy
+stun
Maybe a bonus to team mate's dmg?

Battle Leader: When your allies focus on you, their attention improves your ability to defend them.
(amplified by # of team mates assisting/buffing you)
+def to team
+def to self
+aggro aura

Ruggedness: You can shrug off more damage.
+def self to delivery: smash, lethal, fire,energy,etc
+def self to positional: melee,range,aoe
+def to all bonus

Protector: Your team strengthens your resolve.
(amplified by # of team mates)
+ res to all dmg types to self, +res knockback to self
+ res debuff to self
+ res status effect to self

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Protector:

Protector:
In the Discussion thread Tanim222 has confirmed this has nothing to do with Res or CC.
It could be something like Peace Bringers got where depending on the Classes are in the team the Stalwart gets bonuses.
So an Enforcer grants +Dam?
Ranger grants... +Range/Reach?
Controller grants +Aggro?
Etc

Or it could be each member grants you +Def. Tanim222 only said no Resistance or Crowd Control and Defence is not Resistance (Im pedantic so sue me lol).

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5 OClock Shadow
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Ah, well that would pretty

Ah, well that would pretty cool though. Can't wait to see what kind of dynamics they come up with.

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cybermitheral wrote:
cybermitheral wrote:

Protector:
In the Discussion thread Tanim222 has confirmed this has nothing to do with Res or CC.
It could be something like Peace Bringers got where depending on the Classes are in the team the Stalwart gets bonuses.
So an Enforcer grants +Dam?
Ranger grants... +Range/Reach?
Controller grants +Aggro?
Etc
Or it could be each member grants you +Def. Tanim222 only said no Resistance or Crowd Control and Defence is not Resistance (Im pedantic so sue me lol).

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Really liking this, was

Really liking this, was planning on making my main hero Titan an enforcer to be more offensive than a straight tank. But that bruiser mastery really seems like it would fit his character a lot better, especially stacked deep with some form of melee physical power pool on top of SS if they have one like there was in CoX (oh how i would love some form of grappling!), giving added offensive capability.

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Interesting.

Interesting.

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I like it, mainly because it

I like it, mainly because it also works in a way that truly adds flavour to the character on hand. I can see my inevitable INV/SS style Stalwart having, at the very least, Bruiser and Ruggedness, with perhaps a touch of Battle Leader or Living Target to help with aggro management.

I would assume Protector and its 'Strengthening of Resolve' might have something to do with hitpoints and regeneration? The first thing that comes to mind,l really, is the Cosmic Balance power of Peacebringers, in that they gained situational buffs depending on which ATs would be part of the team. If Resolve has nothing to do with CC or Res, then I might be lead to believe it can affect hitpoints and maybe even damage output?

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